local assets = {Asset("ANIM", "anim/sword_fx_water3.zip")}

local function fn()
    local inst = CreateEntity()
    inst.entity:AddTransform()
    inst.entity:AddAnimState()
    inst.entity:AddNetwork()
    inst.entity:AddLight()

    inst.Light:Enable(true) -- 开启照明    false为关闭
    inst.Light:SetIntensity(.5) -- 光照强度.99为强光
    inst.Light:SetColour(0.1, 1, 0.1)
    inst.Light:SetFalloff(0.6) -- 最大范围再向外辐射的光效，1几乎不辐射
    inst.Light:SetRadius(2.8) -- 照明范围
    inst.Light:EnableClientModulation(false)

    inst.AnimState:SetBank("sword_fx_water3")
    inst.AnimState:SetBuild("sword_fx_water3")
    inst.AnimState:PlayAnimation("anim")
    inst.AnimState:SetScale(2, 2)
   -- inst.AnimState:SetOrientation(ANIM_ORIENTATION.OnGround)
   -- inst.AnimState:SetLayer(LAYER_BACKGROUND)
   -- inst.AnimState:SetSortOrder(2)

    inst:AddTag("FX")

    inst.entity:SetPristine()

    if not TheWorld.ismastersim then
        return inst
    end

    inst:DoTaskInTime(1.5, function()
        -- inst.AnimState:PlayAnimation("disapear")
        inst:DoTaskInTime(.01, inst.Remove)
    end)

    return inst
end
return Prefab("sword_fx_water3", fn, assets)
